AoN wrote:
Starfinder Core Rulebook wrote: An inhaled affliction is delivered the moment a creature that breathes (and isn’t wearing a space suit or suit of armor that filters out such toxins) enters an area containing such an affliction. Most inhaled afflictions fill a volume equal to a 10- foot cube per dose. A creature at risk can attempt to hold its breath while inside such an area to avoid inhaling the affliction. There is a 50% chance each round a creature holding its breath doesn’t need to attempt a saving throw against the affliction (see Suffocation and Drowning on page 404). In an ideal world the scenario text would have provided a reminder of this rule.
The way I mentioned above gives exactly the same results as "every other diagonal is two". It's actually pretty similar to Styrofoam's "+1 square equivalent for every full 10 foot of height". I personally find it easier than trying to visualize and count 3D squares/cubes when I'm in the middle of GMing a large battle at the end of a long session.
Here's a simple way to do it: Calculate horizonal distance, calculate vertical distance. Halve the smaller of these two numbers and add it to the larger number. Done. So for the 15' horizonal and 15' vertical, the answer is 20 feet. 15/2 = 7.5 (round down to get 5), then 5 + 15 = 20 No calculator needed.
Looks great Bardess, especially allowing a 1st level Sylvan Trickster to have a hex right from the start. Allowing access to the witch spell list is flavorful and balanced as it's not quite as broad as the sorcerer/wizard list. One thing I would have liked to include for Legendary Rogues was advice on how to convert future archetypes. Fortunately there's folks like yourself who are willing to roll up their sleeves. Let me know if you convert any more archetypes.
We were working from Greg's very meticulous outline, so it certainly has his 'feel' to it. Greg also went through my adventure (and all the others I assume) in development and added a heap of Lost Lands lore that only an expert of the setting would know. Lastly I did try to pen a 'Vaughan' style adventure with a detailed lead in culminating in a savage and desperate final battle at the end.
I'd be ok with any of four types of selectable class feature (advanced armour training options, advanced weapon training options, prowess options, and perseverance options) being retrained. I do agree that perseverance options should be one of the harder options to retrain. Personally I'd probably go with 20 days to retrain one of those, 10 days at the very minimum.
Glad to see folks are still enjoying Legendary Rogues. Thank you to Endy for giving his guidance. Regarding positioning strike, this rogue talent came from the investigator talent, repositioning strike, which let the investigator make a reposition maneuver against a foe after dealing damage with studied strike. It made a lot of sense to allow rogues to have a similar option. For positioning attack, I remember that this rogue talent was quite problematic. As written in the APG, it is a 1/day talent that lets the rogue move up to 30 feet without provoking AOOs after a successful melee attack against a foe, as long the rogue ends up adjacent to that foe. This movement is completely free, it doesn't cost any actions and the rogue could do even do this in the middle of a full attack or as part of an AOO. Making the talent once per opponent per day as discussed above is a good call. However this then runs close to bending Endy's 'bag of rats' rule. That is, the rogue throws down a bag of rats and proceeds to stab each of them to gain movement each time. I don't believe that it breaks this rule but there are a lot of interactions in Pathfinder so this is something to consider. Possibly making the talent only work once per round could close any potential loopholes. The free movement is listed as ‘move up to 30 feet’ rather than granting the rogue an amount of movement. This means that as written an encumbered gnomish rogue fighting in a deep bog can still move 30 feet around a foe. It's also a bit strange that as written the rogue doesn't provoke AOOs from anyone during this movement. Not provoking from the struck foe is fine but the rogue probably shouldn't be able to freely walk past other foes. Lastly, on an esthetic level, every other rogue talent called something attack usually adds a rider to rogue’s sneak attack, such as bleeding attack or dispelling attack. The positioning attack talent doesn’t even require a successful sneak attack and so breaks this pattern. I considered renaming it, but this affects compatibility with other parts of the system. Here’s my updated Legendary Rogue version of this talent:
Looking at it, this version of positioning attack now feels like an alternate version of the Spring Attack feat. As for how this interacts with the Switchblade feat, having the prerequisites for Switchblade be either positioning attack or positioning strike is fine. I’d also allow the Friendly Switch feat (SoS) as an alternate prerequisite to the Swap Places feat. Hope that all helps.
Endzeitgeist has it correct on how it is meant to work officially. And like him, in a home game I'd also consider allowing those types of feats (when made latent), to let a legendary fighter jump two steps deeper into a feat chain. Some feat chains are super long and the feats at the end are often not as good as the ones in the middle. Some other things to consider which could help when digging into those long feat chains:
Yes. I've spoken with Michael and we are both keen to get the third part done and published well before PF2 hits the streets. We aren't going to look too far into the future, but we will certainly have to consider what rules system to for any remaining adventures when PF2 becomes the 'new thing'. The majority of the work on the third part is done and it's up to us to develop it into the great adventure that we both know it has the potential to be.
Michael Allen and I have been creating a series of adventures for Legendary Games called One Player Adventures for a GM and a single player. I find that a 1-on-1 adventure can help a new or younger player feel a lot more comfortable about getting used to mechanics and roleplaying without having to worry about what the other players think. They can be really useful for PC side quests where the other PCs would only be in the way, such as a druid seeking a new animal companion, etc. I also have noticed that such sessions run a whole lot quicker than a group session, a lone PC can easily level up in around 1-2 sessions - assuming they survive. We intend to bring out more One Player titles and convert all of these to PF2 when it comes out.
As per other Adventure Paths we don't rely too much on a specific character surviving (or not surviving). Feel free to stat Collin/Colleen as you will. The pacing of the adventures means that there can be plenty of down time between them, giving a young urchin plenty of time for a growth spurt when it suits.
Yep, the legendary fighter gets 2 sets of 4 armor options. For two reasons, to break down armor training into smaller pieces which makes it easier to balance the options against each other and so that existing archetypes which trade out armor training still retain 1 set of armor options and so still count as having the armor training class feature. I was considering listing it as one big class feature that the fighter gets 8 options from, but this way makes it a lot easier to see what gets replaced when applying archetypes.
Thanks Chemlak, my goal wasn't to outdo the slayer or barbarian etc., but to make the fighter a legitimate choice that stands alongside other modern martials and still has his own design space. Certain character concepts may work better as a slayer and that's ok; each class should have its selling points.
The first of my big 'must haves' for this were to have pretty much every fighter archetype retain weapon training and armor training, that way every fighter can access advanced weapon training options and advanced armor training options. The second was to make the legendary fighter reasonably compatible with existing archetypes, some of the more non-standard archetypes required either a few notes or a redesign of the archetype, but the conversion notes in Legendary Fighters should allow any future archetypes to be converted with minimum fuss.
Dragonborn3 wrote: How does the Intimidate/Diplomacy option compare to the use of Intimidate that does Diplomacy already? The influence opponent's attitude option of the Intimidate skill only lasts for 1d6x10 minutes, the target only provides limited assistance, and after it expires the target treats you as unfriendly and may report you to local authorities. However, with this prowess option it is like a normal Diplomacy check and none of the above limits apply.
Eric Hinkle wrote:
In a nutshell, more advanced armor training options, more advanced weapon training options, two new types of fighter class feature - perseverance options and prowess options. Ways to fix the fighter chassis to make it comparable with other martial classes. Options to allow fighters to take combat feats easier and earlier by reducing prerequisites. And brought all together to make a Legendary Fighter that is reasonably compatible with existing archetypes. Conversion notes for all Paizo published fighter archetypes as well as some new archetypes. Perseverance options are 'resilience' options that allow the fighter to keep going in spite of the adversities of combat. Some examples include Hard-bitten which reduces the damage from critical hits and effects triggered by critical hits, and Dogged Obstinacy which grants bonuses when attempting the same action repeatedly. Prowess options are what I started out calling 'metafeat' options. They allow a fighter to do more or gain more from skills and combat feats. Some examples include, Friendly Persuasion lets a fighter use his Intimidate bonus on Diplomacy checks and Latent Recall the fighter gains an additional latent feat and can gain the benefits of a latent feat as a move action. What's a latent feat? It's what I call a tax rebate for all the feat taxes that martial classes often have to pay. Is it compatible with EMG's Unchained Fighter? A lot of the options are, but I've gone a different path to the UF. It is a lot like Legendary Rogues, there is a whole arsenel of new options and you can pick which ones you want to use. Milo v3 wrote: Does the Legendary Fighter have more utility to it than a standard fighter? I'm hoping that the legendary fighter feels and plays like a badass, and your players will consider it an equal choice to a barbarian, slayer, or ranger.
I'll email Jason to check that. The revised version still has the mislabelling of C5 and C6 but the doors on the south of the foyer should be there as blue circle, indicating a arcane locked door hidden by a silent image. When Jaylin is receiving visitors these doors would be open, to allow guests to ascend either of the two staircases up to the upper landing (C14) and then into the drawing room (C15) or the study (C16).
powerdemon wrote:
The east and west parlors should both be labelled as C6 (they have an identical description). C5 is the description for the downstairs corridors. There is a hidden door on the south side of the foyer that opens into those two stairways (you may want to re-download the adventure, I believe that we corrected the map to fill that in). There are no exits to area C13 on the ground floor, the stairs ascend to the upper story and descend to the basement. Hope that helps.
One of the maps in this adventure was particularly tricky to create for this reason:
Spoiler: The PC needs to commit a burglary at a mansion protected by a guards and wards spell. So the map has to show:
So, definitely a fun map to adventure in but also a difficult map for a cartographer to visually convey that information easily. Liz Courts has done an exceptional job of making this map easy to read.
Kitsune's Guile adds Int to 4 skills (Diplomacy, Bluff, Sense Motive, and Disguise) which is very strong for a skill speciality, especially at low levels. I'd probably replace inherent talent and the 1st-level skill specialty for it, although replacing both 1st and 4th level skill specialities is also an option (but does make dipping a bit too easy, unless you limit the Int bonus to be less than or equal to class level, or something like that). Kitsune's Charm isn't an avoidance, it's more like a specialised rogue talent, I'd make it a talent that only tricksters can take and I'd make it more like the standard major magic talent (no -2 to caster level, and more uses per day). Similar to how the acrobat archetype can choose specific spells for major magic without needing minor magic. Hope that helps.
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